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Fix blocks not being tinted in singleplayer. (Thanks Kingoscargames1)
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@ -161,6 +161,7 @@ namespace ClassicalSharp.Map {
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// Fix for older ClassicalSharp versions which saved wrong fog density value
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if (data[0] == 0xFF) info.FogDensity[id] = 0;
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info.FogColour[id] = new FastColour(data[1], data[2], data[3]);
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info.Tinted[id] = info.FogColour[id] != FastColour.Black && info.Name[id].IndexOf('#') >= 0; // TODO: nasty copy paste
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data = (byte[])compound["Coords"].Value;
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info.MinBB[id] = new Vector3(data[0] / 16f, data[1] / 16f, data[2] / 16f);
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@ -223,7 +223,7 @@ namespace ClassicalSharp.Network {
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void OnNewMap(object sender, EventArgs e) {
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// wipe all existing entity states
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for (int i = 0; i < 256; i++)
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for (int i = 0; i < EntityList.MaxCount; i++)
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RemoveEntity((byte)i);
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}
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